Sludgeling Swarm
Medium • Swarm of Tiny Elementals • Neutral
Armor Class 9
Hit Points 44 (8d8 + 8)
Speed 20 ft., swim 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 9 (-1) | 12 (+1) | 2 (-4) | 8 (-1) | 5 (-3) |
Damage Resistances fire; bludgeoning, slashing
Damage Immunities poison; piercing
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses darkvision 30 ft., passive Perception 9
Languages understands Primordial (Aquan, Terran) but can’t speak
CR 2 (XP 450; PB +2)

Amorphous. The swarm can move through a space as narrow as 1 inch wide without squeezing.
Naïve Curiosity. The swarm has disadvantage against being charmed. Additionally, it is incapacitated and has a speed of 0 while being within 5 feet of a creature it is charmed by.
Regeneration. The swarm regains 5 hit points at the start of each of its turns. If the swarm is incapacitated, this trait doesn't function on the swarm's next turn.
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't gain temporary hit points.
Unusual Nature. The swarm doesn't require air, food, drink, or sleep.
ACTIONS
Slams. Melee Weapon Attack: +3, reach 5 feet. Hit: 16 (6d4 + 1) bludgeoning damage, or 8 (3d4 + 1) bludgeoning damage if the swarm is bloodied. Additionally, the target’s speed is reduced by 10 feet. This speed-reducing effect doesn’t stack.
Muck Globs. Ranged Weapon Attack: +3, range 30 feet. Hit: 13 (5d4 + 1) bludgeoning damage, or 6 (2d4 + 1) bludgeoning damage if the swarm is bloodied. Additionally, the target becomes poisoned until the end of its next turn.
Life Link. The swarm resurrects a sludgeling swarm that is in its space and dead for no longer than 1 minute, provided the swarm has more than 5 hit points. The targeted sludgeling swarm comes back to life and gains 5 hit points, and then this swarm loses 5 hit points. A resurrected swarm takes its turn immediately after this swarm.
BONUS ACTIONS
Wiggle. The swarm takes the Disengage action.
Sludgeling Swarm
Medium • Swarm of Tiny Elementals • Neutral
Armor Class 9
Hit Points 13 (3d8)
Speed 20 ft., swim 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 9 (-1) | 10 (+0) | 2 (-4) | 8 (-1) | 5 (-3) |
Damage Resistances fire; bludgeoning, slashing
Damage Immunities poison; piercing
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses darkvision 30 ft., passive Perception 9
Languages understands Primordial (Aquan, Terran) but can’t speak
CR 1/4 (XP 50; PB +2)

Amorphous. The swarm can move through a space as narrow as 1 inch wide without squeezing.
Naïve Curiosity. The swarm has disadvantage against being charmed. Additionally, it is incapacitated and has a speed of 0 while being within 5 feet of a creature it is charmed by.
Regeneration. The swarm regains 5 hit points at the start of each of its turns. If the swarm is incapacitated, this trait doesn't function on the swarm's next turn.
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't gain temporary hit points.
Unusual Nature. The swarm doesn't require air, food, drink, or sleep.
ACTIONS
Slams. Melee Weapon Attack: +2, reach 5 feet. Hit: 7 (3d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm is bloodied. Additionally, the target’s speed is reduced by 10 feet. This speed-reducing effect doesn’t stack.
Muck Globs. Ranged Weapon Attack: +2, range 30 feet. Hit: 5 (2d4) bludgeoning damage, or 2 (1d4) bludgeoning damage if the swarm is bloodied. Additionally, the target becomes poisoned until the end of its next turn.
Life Link. The swarm resurrects a sludgeling swarm that is in its space and dead for no longer than 1 minute, provided the swarm has more than 5 hit points. The targeted sludgeling swarm comes back to life and gains 5 hit points, and then this swarm loses 5 hit points. A resurrected swarm takes its turn immediately after this swarm.
BONUS ACTIONS
Wiggle. The swarm takes the Disengage action.
Sludgeling Swarm
Medium • Swarm of Tiny Elementals • Neutral
Armor Class 9
Hit Points 85 (10d8 + 40)
Speed 20 ft., swim 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 9 (-1) | 18 (+4) | 2 (-4) | 8 (-1) | 5 (-3) |
Damage Resistances fire; bludgeoning, slashing
Damage Immunities poison; piercing
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses darkvision 30 ft., passive Perception 9
Languages understands Primordial (Aquan, Terran) but can’t speak
CR 5 (XP 1,800; PB +3)

Amorphous. The swarm can move through a space as narrow as 1 inch wide without squeezing.
Naïve Curiosity. The swarm has disadvantage against being charmed. Additionally, it is incapacitated and has a speed of 0 while being within 5 feet of a creature it is charmed by.
Regeneration. The swarm regains 10 hit points at the start of each of its turns. If the swarm is incapacitated, this trait doesn't function on the swarm's next turn.
Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't gain temporary hit points.
Unusual Nature. The swarm doesn't require air, food, drink, or sleep.
ACTIONS
Slams. Melee Weapon Attack: +6, reach 5 feet. Hit: 39 (8d8 + 3) bludgeoning damage, or 21 (4d8 + 3) bludgeoning damage if the swarm is bloodied. Additionally, the target’s speed is reduced by 10 feet. This speed-reducing effect doesn’t stack.
Muck Globs. Ranged Weapon Attack: +3, range 30 feet. Hit: 31 (8d6 + 3) bludgeoning damage, or 17 (4d6 + 3) bludgeoning damage if the swarm is bloodied. Additionally, the target becomes poisoned until the end of its next turn.
BONUS ACTIONS
Life Link. The swarm resurrects a sludgeling swarm that is in its space and dead for no longer than 1 minute, provided the swarm has more than 5 hit points. The targeted sludgeling swarm comes back to life and gains 5 hit points, and then this swarm loses 5 hit points. A resurrected swarm takes its turn immediately after this swarm.
Wiggle. The swarm takes the Disengage action.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
